For over a year now, dedicated Pokémon Go players have been asking for the ability to use their collected monsters more like they do in traditional Pokemon games, by trading and battling with other players directly. Pokemon Company President Tsunekazu Ishihara confirmed to Bloomberg this week that those features were still being planned for the game.

“We’ve only accomplished 10 percent of what Pokémon and Niantic are trying to do, so going forward we will have to include fundamental Pokémon experiences such as Pokémon trading and peer-to-peer battles, and other possibilities," the executive said.

Further Reading

In a Polygon interview from March, Pokémon Go Product Manager Tatsuo Nomura said that any eventual monster trading in Pokémon Go would have to take place in person with nearby players, not across long distances. Still, Nomura said he saw trading as a way to solve the "local spawn issue," which limits many monsters to certain thematically appropriate regions in the real world. When trading was initially planned for the game, the hope was that for "some Pokémon, you have to know someone or find someone who lives in certain regions and meet and exchange," Nomura said.

Instead, the heavily localized Pokémon stuck around while the trading features have remained unimplemented. "So what do we do with those and the real world?" Ishihara asked rhetorically in the Bloomberg interview. "One view is to have chilly Pokémon in a cold climate, but then that would also mean that people born on a tropical island won’t be able to catch them. So we are always thinking of how to find the right balance between game design, how our Pokémon should exist, and how players feel about their collections."

More than location issues, trading and personal battling will be a way to get players to interact with each other directly rather than simply playing alongside each other against a shared game world. That could be a good way for current players to encourage their far-off friends to join (or rejoin) the game, giving a potential viral shot in the arm to a game that has lost 80 percent of its peak player base.

Kyle Orland
Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in the Washington, DC area. Emailkyle.orland@arstechnica.com//Twitter@KyleOrl